Game
Dragonian: The Imbalance of Sierr
9 years ago

Two-year Anniversary


Hello. I’m NukeOTron, and I make video games.
Two years ago, I released the first build of Dragonian: The Imbalance of Sierr. It was a 3D Zelda-type game made with Game Maker 8.1. It is what it is. I admit it has its faults, but it was my second big 3D action game. Also, I still have to thank those who believed in this game.

I have thought about making a sequel to this for a few years now. The problem is that GM Studio isn’t as friendly about it, especially in 3D graphic rendering.

As for future projects, here are a few ideas I’ve been bouncing around:

Staff of Laria- My big RPG. In all technicality, I’ve been working on this game for about 12 years now, most of it refining the story. It can be made on GM Studio. I’ll still need help making it, especially background tiles and redoing the battle system.
Project Dragolanx- If you’ve looked in the NukeOTron Sucks Collection, you’d notice a little game I made called The Other Phalanx. It had a good story and my personal sense of humor of 2013, and I enjoyed making it. So, why not make a sequel to THAT instead, but with some elements of Dragonian as well?
Silverblade- What if Ironsword actually DID have the barbarian on the cover, and actually DID go through time and space like he was supposed to after Wizards and Warriors 3?
Belgrad- Yes, another one of these Metroidvanias. (…and strangely, Belgrad: Curse of the Castle is relatively popular.) This time, I want to base it more on Simon’s Quest’s map style. I’ll still want a musician to help if I do this one.
Another 3D Action Game- No idea what.

I may have been meaning to do some of these, but I bought a 3DS. :P

Anyway, what do you people think? Should I continue my escapades in the world of game-making? If so, what should I do?



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Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.

I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

All this work to get punched in the face.

Well, I was looking through some old files, and found some cool stuff.

Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.

Almost there...

There's gonna be a second driving section without walls later.

This is the driving sequence in action.

I don't have any original music for that part, and I can imagine that passing-through-flags sound getting annoying after a while.

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.